Another new PrC: Trance Berserker

Wyrmcrest

First Post
If you saw my other thread on my Exalted Archer PrC then you know I am creating some custom PrC's for my homebrew campaign setting. This one is inspired by the Rage Mage (from Complete Warrior) and a bit of the Frenzied Berserker (from the same) but adapted to suit a Cleric/Barbarian. The flavor of this class attempts to reconcile the piousness of a priest with a barbarian's unadulterated battle behavior. The mechanics attempt to add weight to the tactical decisions that a casting barbarian must make before going into a rage. For a multiclass Cleric/Barbarian, the decision is: do I go into rage right away or do I cast a couple spells first? But with this prestige class, it becomes, do I cast spells now or ready them to use while in rage and how long do I spend meditating before I need to jump into the fight?

So, again, I welcome any comments, suggestions or criticisms of this PrC and am particularly interested to know if it comes across as underpowered or overpowered. Thanks.

So, without further ado, I present the...

TRANCE BERSERKER
Trance berserkers are members of holy orders who are able to place their bodies into a serene, semiconscious state, even in the midst of combat, and then suddenly explode into a violent fury, becoming even more deadly for their time spent in trance. These unique battle priests believe there is a time for law and a time for chaos and strive to strike balance between both extremes in their lives. They spend much time disciplining their bodies in order to achieve an ultimate calm during their meditations and ultimate carnage when they enter combat.
Hit Die: d10

Requirements
Alignment: Neutral good, neutral, or neutral evil.
Base Attack Bonus: +5
Feats: Combat casting.
Spells: Ability to cast 1st level divine spells with access to the strength or war domains.
Special: Rage ability.

Class Skills
The trance berserker’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Wis), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (religion), Listen (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Code:
TABLE: TRANCE BERSERKER
Level	BAB	Fort	Ref	Will	Special			Spells per Day
1st	+1	+2	+0	+0	Rage trance +2		—
2nd	+2	+3	+0	+0	Inspired trance		+1 level of existing divine spellcasting class
3rd	+3	+3	+1	+1	Snap out		—
4th	+4	+4	+1	+1	Rage trance +4		+1 level of existing divine spellcasting class
5th	+5	+4	+1	+1	Rage +1 use/day		—
6th	+6	+5	+2	+2	Protected trance	+1 level of existing divine spellcasting class
7th	+7	+5	+2	+2	Rage trance +6		—
8th	+8	+6	+2	+2	Rage +1 use/day		+1 level of existing divine spellcasting class
9th	+9	+6	+3	+3	Tireless rage		—
10th	+10	+7	+3	+3	Undying rage		+1 level of existing divine spellcasting class

Class Features
All the following are features of the trance berserker prestige class.

Weapon and Armor Proficiency: A trance berserker is proficient with all simple and martial weapons, light armor, medium armor, and shields.

Rage Trance (Su): At 1st level or higher a trance berserker can enter a meditative state that will enhance his ability to rage. For every round spent in complete meditation prior to entering a rage, the trance berserker’s temporary bonus to Strength and Constitution abilities and Will saves during rage will each increase by +1 up to a maximum of +2. At 4th level, this maximum will increase to +4 and at 7th level, the maximum will be +6. The player must declare how many rounds the trance berserker will meditate before entering the state. Each round of meditation is a full-round action and no other action, not even free actions or five-foot steps, can be taken while the trance berserker is meditating. The trance berserker is oblivious to the world around him while in meditation. If someone tries to attack him while meditating, the trance berserker is considered immobilized. On his turn following his last round of meditation, the trance berserker will automatically begin his rage. If a trance berserker takes any damage or is physically jostled while meditating, the meditation will end prematurely and he will enter his rage.

Inspired Trance (Sp): Beginning at 2nd level, a trance berserker can use his pre-rage meditation time to pre-cast divine spells that he can then fire off like quickened spells during his rage. Each spell pre-cast extends his meditation period by one round. The rounds spent pre-casting spells do not increase the trance berserker’s temporary bonuses to Strength and Constitution. Triggering a pre-cast spell during the subsequent rage is a free action. Only one pre-cast spell can be triggered per round. Spells that have a casting time longer than a full-round action cannot be pre-cast in this manner. If the pre-cast spell is not triggered during the trance berserker’s rage it was prepared for, the spell is wasted.

Snap Out (Ex): At 3rd level, a trance berserker gains the ability to make an automatic attack on anyone who attacks or otherwise rouses him out of his meditative state. When a trance berserker’s meditation is ended in such a manner, he will immediately stop gaining bonuses from his rage trance and inspired trance abilities and begin his rage. If the attacker (or trance-breaking offender) is in a square that would normally be threatened by the trance berserker, he will immediately counter-attack with his best, single melee attack. If the meditating trance berserker is roused by a ranged attack, or from taking damage from an area spell, he will make his automatic attack on the nearest creature that he threatens (if any), even if the creature is an ally.

Rage (Ex): A trance berserker can enter a rage one additional time per day at 5th level and another time per day at 8th level.

Protected Trance (Su): At 6th level or higher, a trance berserker is protected by a mystical energy when he is meditating. The trance berserker receives a +4 deflection bonus to AC against any attack against him while he is in a trance. This bonus lasts until the beginning of the trance berserker’s next action in the round after his last round spent in trance.

Tireless Rage (Ex): Beginning at 9th level, a trance berserker no longer becomes fatigued at the end of his rage.

Undying Rage (Ex): At 10th level, a trance berserker can scorn death and unconsciousness while in a rage as long as he has meditated for at least one round before entering the rage. As long as the rage continues, he is not considered disabled at 0 hit points, nor is he considered dying at -1 to -9 hit points. Even if he is reduced to -10 hit points or less, he continues to fight normally until the rage ends. At that point, the effects of his wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spells effects such as slay living or disintegrate.
 
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Well since no-one has said anything, this PrC must be absolutley perfect. Since it's so perfect, everyone's going to want to swipe it. When you swipe it, you might want to swipe the sktech I did of the PrC as well, so I am including it for your swiping pleasure.

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And if for some reason it's not perfect, your comments are still absolutely welcome.
 

It is certainly an interesting concept. I'm not a fan of undying rage at all though. Especially with the pre-casting ability, which lets the character fire off quickened healing spells.

Also, is there an order to the trance as far as bonuses versus stored up spells? I'd suggest that the TB would have to gain their full rage trance bonus before prepping any spells.

I think I'd suggest removing undying rage, and moving Inspired Trance to the 10th level ability, adjusting to make it a bit better, perhaps.
 

Good points. I'm certainly not married to Undying Rage at all, it was just one of those things I pulled out of the Frenzied Berserker. I'm not sure if Inspired Rage should wait until 10th level though - I see it more as a class-defining feature than a reward feature if that makes any sense.

As far as the order of the benifits from the trances, I was thinking of just having the player declare the order before they begin the trance, but your suggestion makes sense too. Either way, I should probably state that within the description somewhere.

Thanks for your comments.
 

Perhaps limit the trance spells to spells that have the caster as the target (or one of the targets)? It seems to be an introspective sort of class to me.

Doing stuff like healing other people with quickened spells seems out of flavor to me.
 

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